Item filter guide

With the release of Path of Exile: The Awakening (version 2.0.0), item filters were introduced as an optional feature for players to customize what they see when items drop in the game.

There are multiple options from colors, text size, borders and even sounds

Although the game does offer a default filter, there is no in-game system for editing them; end users can write and tailor their own filter using a text editor. (Though there are several scripts out there that can do the hard work for you).

I wrote the original guide while the BETA for Path of Exile: The Awakening was running, and through that time I edited in new options etc as they became available.

Item Filters - The How To Guide

Using an existing filter

If the item filter is supplied as downloadable file with the .filter extension, you can simply download it and save it in the folder.

Step 2B - Copying Contents

Create a text file with the name you want your Filter to have. When you Save this file, be sure to select 'Save As' and set the file type to "All Files (*.*)". Copy the contents of the filter into the file.

Go to the in-game Options menu and click on the UI tab. You should see this new option, located at the very bottom of the list:

If your Filter is not a .filter file, or it is not located in the same folder as your production_Config.ini file, you won't see this option.

Step 4

Clicking 'Reload' will display this message if the Filter is working correctly:

Creating your own

To create a Loot filter, you generally need to use a text editor such as NOTEPAD
Some versions of NOTEPAD++ Do work, but most do not from reports.
Currently the Encoding must be ANSI or UTF-8

Currently if any part of the file directory contains a non-english character it will not work - this includes your computer username

You can Edit your filter with the game still running.
All you need to do is Open it, edit it and save it then press reload in the client.

The basic idea is a list of Show and Hide "blocks" that each specify certain conditions by information provided in each line. Anything matched by a Show block will be shown and anything matched by a Hide block will be hidden. If there are multiple conditions in a block then all of them must be matched for the block to match an item.

Code Breakdown

A section is defined as a *collection of blocks*, typically with a general purpose in mind. For example, the section outlined in red is designed to highlight certain gems. All sections in a script should begin with a 4-digit header code, which can be used to quickly jump from place to place within the script.

A block is defined as a *collection of lines*, which have a singular purpose. In the block in orange, rare gems such as Empower are highlighted. A block must begin with a "Show" or "Hide" line. A block ends when another line containing Show or Hide is read by the client.

A line is used to give instructions *to the block in which it is contained*. The line highlighted in yellow gives a blue-green background to quality gems, but does not affect the block below it, which affects only rare gems.

The most important thing to note is that blocks are read from top to bottom in the file by the client, The highest block takes priority, which means that you need to have the block that hides the scrolls, above before the line that shows the currency, because scrolls would also match the currency block.

This is why flasks come first in this list, They can not be rare and their droplevel is below 70.

An empty block matches all items, which means that the Hide at the end of the file effectively hides everything that wasn't specifically shown.

Operators

The following Operators can be used with numeric conditions. Note that for equal operations there is no operator required.

Operator

Notes

<

Less than

<=

Less than or equal to

>

Greater than

>=

Greater or equal to

=

Equal to

Conditions

Notes:

Ranges in parentheses are plausible values, but not enforced.

Every condition can have multiple values separated by a space.

If a multi-word value contains whitespace, it must be encapsulated in quotation marks, or else it will be parsed as separate (and possibly invalid) values.

A group of linked sockets that contains the specified combination. Each letter is short-hand for the colour (i.e. Red = R). For example, RRG will match any group that contains two red sockets linked with a green socket.

Height [Operator] <Value>

Numeric number of slots (1-4)

The number of slots the item takes on the Y-axis (verical axis), i.e. the height of the item. [1]

Width [Operator] <Value>

Numeric number of slots (1-2)

The number of slots the item takes on the X-axis (horizontal axis), i.e. the width of the item.

HasExplicitMod <Value>

Full or partial item name

Filter by mods on an item by name. For example: [HasExplicitMod "Tyrannical" ] (Tyrannical=Local Physical Damage 155 to 169%)

If you specify part of a name it will match all that contain that part of the name.
For example "Skill Gems" will match both "Active Skill Gems" and "Support Skill Gems"

Using Quotation Marks for Classes

An example of why you should always use quotes for multi-word classes, consider the following:

I want to find all one-handed swords, thrusting and otherwise. So, I include the line

Show
Class One Hand Swords

When an item drops, this first looks for any class which includes "One." This will mark: One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces

If it doesn't match those, it'll attempt to match on "Hand." This will mark: Two Hand Swords, Two Hand Axes, Two Hand Maces

Failing both of those, it'll attempt to match on "Swords." This will not mark anything additional, because One Hand Swords, Thrusting One Hand Swords, and Two Hand Swords have already been included.

Now, whatever styling you include will be applied to all of the above classes of weapons. If you really only want One Hand Swords and Thrusting One Hand Swords, use

Show
Class "One Hand Swords"

Condition Adjustment

Font Size Adjustment is 18-45 (32 is normal)

SetFontSize 40

Volume Adjustment is 0-300 (yet to find out normal value)

PlayAlertSound 7 59

Height and Width You can set the height and width for an item to be for your filter to apply. This would work well in the RGB linked items section where you might not want to be picking up RGB items such as 2hs that take up alot of space in your inventory.

Show
Width 1
Height >2
SocketGroup RGB

This would show any rgb linked items that are 1 space wide and 3-4 high, eg. Daggers, Wands, Thrusting 1h Swords, 1h Swords. Note that the height condition is obsolete since all these items with the RGB link are by definition 3 or 4 squares high.

Show
Width 2
Height <= 3
SocketGroup RGB

Would show Helmets, Boots, Gloves, Claws, Bows, Scepters, Body Armours and some 1h weapons. Here the second line is almost obsolete, as it only excludes Wands, Daggers and some 1h Swords.

Size conditions should be handled with care when dealing with many weapons, especially swords, and shields, as these occur in several differently sized types.

Color Options

Use a color picker such as in MSPaint

Any RGBA combo can be used for the color combinations 0 0 0 0 to 255 255 255 255

The A is the Alpha Channel which controls opacity/transparency. For the Alpha Channel I would recommend not using lower than 150 as it gets too hard to see.

Colors used in game:

Preview

RGB

Note

200 200 200

Normal item

136 136 255

Magic item

255 255 119

Rare item

175 96 37

Unique item

27 162 155

Skill gem

170 158 130

Currency

74 230 58

Quest item

14 186 255

Divination card

127 127 127

Default text

255 255 255

Value text

136 136 255

Augmented value text

150 0 0

Fire damage

54 100 146

Cold damage

255 215 0

Lightning damage

208 32 144

Chaos damage

184 218 242

Crafted mod

210 0 0

Corrupted

180 96 0

Supporter pack new item

163 141 109

Supporter pack item

255 200 0

Nemesis mod

255 40 0

Nemesis mod outline

210 0 220

Bloodline mod

74 0 160

Bloodline mod outline

50 230 100

Torment mod

0 100 150

Torment mod outline

231 180 120

Title

170 158 120

Favour

255 192 203

30 144 255

Premium stash tab colors:

Preview

RGB

124 81 50

191 91 0

254 191 128

38 0 86

88 0 179

192 128 254

98 128 0

191 244 0

239 254 128

86 0 0

191 0 0

254 128 128

0 0 128

0 0 254

128 179 254

254 170 0

254 213 0

254 254 153

114 0 83

204 0 154

254 128 222

0 73 0

0 191 0

128 254 128

42 42 42

135 135 135

221 221 221

Cutting your code down to size!

While most people are happy to put in the effort to make sure they haven't missed anything in their filter code, There are shortcuts to be taken without compromising your filter.

Cutting short your Class Types

For instance, while you might just want to see everything else that you haven't specifically listed you can simply put

Further, as the client doesn't need to have the entire group of items in quotation marks, "One Hand Swords" "Thrusting One Hand Swords" "One Hand Axes" "One Hand Maces" Would all be condensed down to "One Hand" or even "One" The same goes for Two Handed items "Two" - You could even show both of these, by quoting "Hand"

Show
Class Dagger Wand "Hand" Bow Stave Sceptre

Option 3:
You could take a much easier approach to hiding a single class of item.

Hide
Class "Claws"

ItemLevel Code and Process

If you wanted to see rare items, rare items between ilvl60 and ilvl74 and then rare items with an itemlevel of 75+

By doing this it does not need to check that it is ilvl74 or below for the Chaos recipe items, as it already knows from the previous block to show ilvl75+ items with a blue border. It then reads that for items with an item level of 60+ to put a yellow border around them.

Saving your Filter

Once you have compiled you filter you then need to save it

This example is named Highlight.filter

It needs to go into My Documents/My Games/Path of Exile folder

production_Config.ini must be in this folder

You must change the "Save as type" to All Files

When you name the file, you must type .filter after your file name.

Once you have saved your filter:

Open the Options Tab in game

Select your filter from the "List of Item Filters" at the bottom of the UI Page.

Troubleshooting

My filter is not working, what do I do?

Make sure your filter file is located in the same folder as your production_Config.ini file.
If it is, then you need to make sure you've actually created a 'filter' file, and not a 'text' file with '.filter' in the name. To check this, right-click the filter and click Properties, if the file type is 'text', you did not change the file extension correctly. If you can not see your file extension, Show/Hide File Extensions in Windows

Tools

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